How to disable axis-mirror and make the halves independent? - blender

I have a human face mesh that was created using the mirror editing, so one half of the face controls the other half as well, and only that controlling half is visible (highlighted for editing) in the edit mode. When I disable the x-axis mirror the entire other half vanishes. Is there a way to make both the halves independent so I can edit them differently?

I am assuming that by 'disable the x-axis mirror' you mean that you are unselecting the x-axis in the mirror modifier menu.
'Mirror' is a modifier; in order to keep any changes made by a modifier you will need to 'apply' that modifier:
Once you have finished making the edits you needed to make with the mirror modifier, tab-out of edit mode, then click 'apply' on the mirror modifier.
This will make the changes applied by the mirror modifier permanent. Then you can continue to edit the model as you like.

Related

LabVIEW disabled Slider is enabled

I have a large problem disabling a slider in LabVIEW. Here is my minimal example:
I have a simple Slider, which is disabled and grayed out if the value is higher than 5. Otherwise the Slider is enabled.
If I drag the slider higher than 5, the Slider gets grayed out. But I am still able to move the slider around and change the value. Only after I dropped the Slider, the Slider is disabled to use.
In my opinion, this is a large bug of LabVIEW. Is there any way to disable the Slider correct during drag?
Thank you for your answers!
Additional information:
Like I said, the snippet is only my minimal example to show the basic problem. In my application the following is happening:
I have s statemachine with a state that enables the Slider and a state that disables my Slider. The state can change every moment, so it´s possible, the user is using the slider at the moment of statechange --> moment of disabling. At this moment the slider should be disabled (it only gets grayed out) directly ... not after releasing it. So limiting the maximum is not real target. I want to prohibit all slider actions for a user.
"Link to question asked on NI Discussion Forums"
As suggested by Alexander_Sobolev on the NI forum (but I promise I thought of it independently!), you can end the slider drag by generating a mouse up event. On Windows you can do this with Simulate Mouse.vi from the NI site, which calls mouse_event from user32.dll:
Note that one of that VI's mouse position inputs is erroneously marked as 'Required'; I fixed that before creating the code above.
I do think this is a UI technique that should only be used if it's really justified by the requirements of the system, and if the users will understand why it works like that; otherwise it could make for a frustrating and annoying user experience. I don't think it's a bug, rather a design decision, because the opposite behaviour could be equally undesired in other circumstances.
I guess you could set the slider value to 5 inside the case structure, alongside the greying out, by adding another property node. This should keep the slider stuck at 5, if the user tries to pull it above.
This appears to be strange behavior as the Value Change event is triggered while the mouse button is held down even when the control is Disabled & Grayed Out.
One way I can think of to limit the value would be to update the Data Entry Limits Maximum property for this control and setting the Response to Value Outside Limits for Maximum to be Coerce.

How do you replace HBox/VBox with Box/Grid

The documentation for HBox and VBox includes the statement:
Deprecated: Use Box instead, which is a very quick and easy change.
But we recommend switching to Grid, since Box will go away eventually.
However, it isn't obvious what the "quick and easy change" should be.
How do you use Box and/or Grid to achieve the functionality of VBox or HBox?
One of the big changes in gtkmm3:
Gtk::Box, Gtk::ButtonBox, Gtk::IconView, Gtk::Paned, Gtk::ProgressBar,
Gtk::ScaleButton, Gtk::ScrollBar and Gtk::Separator now derive from
Gtk::Orientable, allowing their orientation (vertical or horizontal)
to be specified without requiring the use of a derived class such as
Gtk::HBox.
Although Grid isn't mentioned above, both containers now have a method set_orientation; Box can also take it in the constructor. So for Box, set the orientation and use your usual pack_start, pack_end.
With Grid, if you scrutinize the documentation, you'll see this line:
Grid can be used like a Box by just using Gtk::Container::add(), which
will place children next to each other in the direction determined by
the orientation property.
So, it should be as simple as setting the orientation and then add your child widgets.

Blender points moving each other

I am making a model of a boat in Blender. However, whenever I try to move just one point, all of the points near it are moving too. What setting do I need to change to fix this?
BTW, Whenever I click one point, a circle appears around where I clicked, and stays put, does this have anything to do with my problem?
I have tried
Selecting and deselecting all points
Restarting Blender
Comparing my sidebar to a project that doesn't act this way
None of these worked. As I am still relatively new to Blender I have no Idea what the any of the real functions are or how to change them so any answer needs to be simplified to near caveman level.
Thanks
there is a icon, on the right side of the selection of vertex, edge, faces.. called Proportional editing. Press O to toggle it.
Make sure this is disabled.

How to make an object invisible at a particular keyframe without moving it in Blender (2.59)?

I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.

Controls change place and form size changes

I have designed a form in VB.NET. At design time I have placed two buttons on it.
When I run it, the form size looks smaller and the buttons I have placed at the bottom are not visible. Also the alignment of the text and picture box is also different from what I set at design time.
Computer at which I am running the form is using a different resolution.
change the properties (F4) of the buttons: in ANCHOR put Bottom, Right
your buttons will be tied to the bottom and the right of the screen, instead of to the top, left, which is the default.
Grab the screen size at runtime with
Dim screen as System.Windows.Forms.Screen = System.Windows.Forms.Screen.PrimaryScreen
and using a scale factor depending on the current size (in design), scale the window to match. Check the coordinates of the buttons by hand to make sure they are not outside of the visible portion of the window.
You may not have to leave this feature in if you can debug it to the point that you know the exact resolution that you need.